So I appreciate those who voted for me in the CSM9 campaign and would like to once again throw my hat in the ring. As Eve is an ever changing game I have moved from High sec into null sec. I am still passionate as ever about fixing high sec for those that are there. The expansion of content for incursions in another major focus of mine. AS we all know there are changes being discussed about eves future Tower and Sovereignty Mechanics I won’t pretend to be an expert in understanding the current mechanics but I am often confused at mechanics as they stand. I am not alone in this.

Notable EventsSlaughter of CT8KBattle of AsakaiSpys taking down S2n citizenslaughed at tests defense of fountainBattle of B-RHigh sec Fleet LC for ghost site launch (those that joined the amarr fleet …. Sorry bros)Hunt for Caldari officials Dread kills in high sec

So why do I want to try this again, because someone has to ask the questions that are not being discussed. High sec war decs, neutral logistics, Logi on killmails, support for multi alliance communities like TDF or incursion shiny, Alliance level bookmarks. For the EFT warriors out there more than 200 fits.

Reaffirming the place and purpose of the CSM. It’s important to note that there was a 33% drop in voting from the previous year statistically more people play eve than the year before and that number keeps growing. However less and less are voting for the one of the most important groups to represent the players. Getting the CSM to have diversity and some new blood is a great way to go to get some new opinions and maybe ask some questions that haven’t been brought up before

Refocusing on the new player experience and getting players funneled out of newbie corps and into player run corps. Making things easier to understand is key here. I remember as a new bro I had no idea where the overview was for a solid 20 minutes the first time I undocked.

Supporting occupancy based sov and the ability to change the sov you are using. The current mechanics are based on large hp related grinds that can be physically painful to sit through and silly in a lot of ways. I think some of the ideas being discussed have some merit in what null secs future is. And in breaking up the massive blocks of somewhat unused space for smaller groups to create content.

In addition because I was brought aware of this today when I watched the o7 show. Apparently I can add keeping ccp neutral in regional conflicts to my list of issues to raise as a representative. Otherwise it was a great show despite the sound issue early on.

Yammerschooner

Refocusing on the new player experience and getting players funneled out of newbie corps and into player run corps. Making things easier to understand is key here I remember as a new bro I had no idea where the overview was for a solid 20 minutes the first time I undocked.

I am concerned that the recent change in corp invite mechanics, coupled with the proposed changes in intracorp aggression mechanics will result in more players ending up in terrible, or even exploitative, highsec corporations as their first corp. These changes will allow bad and nefarious CEOs to sit in starter systems and spam invites at new players as a way to make money at the cost that a new players initial experience with Eve may be more frustrating in a small, highsec corp that is unable or unwilling to support them. In the end, these poor corporations may cause many players to quit Eve.

What do you think specifically can be done to get new players into good corporations that can teach and support them properly, not only in highsec, but in the other spaces? Further, do you agree with the proposed changes to intracorp agression in highsec (CSM summer minutes pg 78) which will remove one of the few risks to the "farming" of new players through recruitment into exploitative highsec corps?

the previous game mechanic had the same strategy go to a starting system spam the corp ad. but the new invite system definitely has a new level of issues. most good corps run API verification even on new bros spam recruitment without process can and probably will cause more problems for the CEO than anything else. I do think adding a control for access to new player friendly as a tag on the corp ad might be a good idea.

Ethically i don't know that anything can be done without not teaching people the level of harshness this game can lay on them at times. however I do think that the current system for searching corp ads needs a revamp. I would also consider floating the idea of adding a search for a corporation into the tutorial to try and get people out into the player run corps.

GoonWaffe

Goonswarm Federation

about doing reactions on a planet you mention doing them in a station and having it need a station upgrade to do even that.

Could you explain the throughts behind this and why you think its a good idea. And why you think its necessary to force people to null do do reactions for drugs, t3 polymers and t2 items.

You also mention

Quote:

not sure what hes on about but POS cant screw up a fleet pretty hard core. tower ECM can screw a logi wing and wreck a fleet.

This doesn't make sense. Could you explain if pos's do or don't screw a fleet up.

From my POV and this is mainly wormhole stuff, pos defences aren't really a issue at all if you know what your doing (with the possible exception of dickstars in C1 which are annoying rather than anything else) I'd imagine in null where you can bring way more numbers it also being the case.

about doing reactions on a planet you mention doing them in a station and having it need a station upgrade to do even that.

Could you explain the throughts behind this and why you think its a good idea. And why you think its necessary to force people to null do do reactions for drugs, t3 polymers and t2 items.

You also mention

Quote:

not sure what hes on about but POS cant screw up a fleet pretty hard core. tower ECM can screw a logi wing and wreck a fleet.

This doesn't make sense. Could you explain if pos's do or don't screw a fleet up.

From my POV and this is mainly wormhole stuff, pos defences aren't really a issue at all if you know what your doing (with the possible exception of dickstars in C1 which are annoying rather than anything else) I'd imagine in null where you can bring way more numbers it also being the case.

about doing reactions on a planet you mention doing them in a station and having it need a station upgrade to do even that.

Could you explain the throughts behind this and why you think its a good idea. And why you think its necessary to force people to null do do reactions for drugs, t3 polymers and t2 items.

You also mention

Quote:

not sure what hes on about but POS cant screw up a fleet pretty hard core. tower ECM can screw a logi wing and wreck a fleet.

This doesn't make sense. Could you explain if pos's do or don't screw a fleet up.

From my POV and this is mainly wormhole stuff, pos defences aren't really a issue at all if you know what your doing (with the possible exception of dickstars in C1 which are annoying rather than anything else) I'd imagine in null where you can bring way more numbers it also being the case.

Well as everyone hates to do but upgrading a station to allow reactions to take place would make it significantly less frustrating. as the majority of the value form goo is from the main pull from the moons.

Alternatively have it be a low sec option as well with stations but taxed to reducing income. A benefit of holding the station/Sov to avoid the solid pull to null sec by itself. I am a firm believer of keeping industry local and if given the option we know people would run ores to high sec react there and then sell it. I think the continued risk is necessary however incorporating it into PI a system that is both frustrating and tedious even after its set up seems like overkill. I want to see null sec industry rise to be more than capitol and super production as a focus and have t2 or t3 production local for alliances and making it easier. Potentially the balance for this could mean that the reactions take more time to complete. with the risks to stations potentially increasing in the future the risks might be there.

(Apologies for typo)On POS defense, My alliance fought a maned enemy Death star pos with several ECM units and a magnitude of defenses we got torn apart by it. just like the Russian fleet earlier that day. A properly fit and manned pos can and will eat through a fleet regardless of a high eccm fit experienced logistics team. As well as it can eat a dread it fit properly. energy neuts and large guns.

Wormhole commentsMy corp used to do Day trips or weekend trips into low class wormholes just for some added content and without fail we ended up downing someones long forgotten pos despite not being able to bring much more than destroyers or cruisers. in a c1 or c2. its been a while. but it was worth the 5 hours or so we spend downing the large tower cause we made off with all the mods and a bunch of their gear.

As for incursions, I love them they provide a specific skill goal for new players to earn a consistent paycheck while teaching the basics of fleet composition and fleet broadcasts. I would like to see newer more challenging sites or different Brands instead of just sansha. make variety a bit better.

A lot of people say there is not a lot of risk in them. I have seen ships lost. several times in high sec incursions as for those that have their marauders pimped to run them quickly well that is a risk itself flying something that shinny. A lot of the time its down to who you are flying with and the quality control of the FC to make sure his fleet members know how to broadcast. I think its a great place for new players to aim for and can provide them with a significant pay check

A lot of people say there is not a lot of risk in them. I have seen ships lost. several times in high sec incursions as for those that have their marauders pimped to run them quickly well that is a risk itself flying something that shinny. A lot of the time its down to who you are flying with and the quality control of the FC to make sure his fleet members know how to broadcast. I think its a great place for new players to aim for and can provide them with a significant pay check

But if the income is so good, why would these players ever leave highsec to do PvE? Do you think that model - that players PvE in highsec, but only do direct PvP in other spaces - is a good model for the game?

A lot of people say there is not a lot of risk in them. I have seen ships lost. several times in high sec incursions as for those that have their marauders pimped to run them quickly well that is a risk itself flying something that shinny. A lot of the time its down to who you are flying with and the quality control of the FC to make sure his fleet members know how to broadcast. I think its a great place for new players to aim for and can provide them with a significant pay check

But if the income is so good, why would these players ever leave highsec to do PvE? Do you think that model - that players PvE in highsec, but only do direct PvP in other spaces - is a good model for the game?

The isk isn't as good as many other routes. I use incursions for content if I get bored. Null sec is significantly more profitable. I use incursions for my high sec corp as a benchmark to if players are ready to make the jump to null sec. Replying from phone sorry for poor formatting.

Tldr. Incursions don't make what I make in null or running a site in wormhole space with blue loot can get you. Could use more variety to make it more challenging but then again to new fc without prior experience the current sites are hard. Made to look easy by communities that specialized in that content.

so I have been thinking of ways to deal with cloaky camping that wouldn't be broken here is a idea I have been working on

New anchor able structure potentially for POS that allows for submarine type pings give benefit to those still at their computer allowing them to warp off to a different safe and re cloak basically deals 1 damage or coded to turn off cloaks over 5au of space but still have to position them in a coordinated effort to depth charge a system and smoke out the cloaky camper.

Forcing players to cloaky camp systems and walk away for the day to get killed by their inactivity while promoting active hunter killers for blops.

obvious concern is leaving these near gates and decloaking people as they enter system this is countered by a 30 second spool up timer and a recharge timer so they cant rapid fire keeping someone uncloaked.

gives the deployable team something fun to play with still requires teamwork and promotes people actually sitting at their computer to effect operations in a system.

I want it clear i think cloaky camping is funny and a good aprt of the game trying to catch people doing something stupid but it is important. However I do not approve of people being able to effect multiple systems and industry while having logged in in the morning and staying cloaked in a safe until when they return from work.

it goes under the same logic as the hobocamping patch for interdictors. if you are going to effect space your ship needs to be at risk. some counter must exist to counter someone sitting idle in a system that equalized the effect to risk